ebiten/internal/input/input.go

124 lines
2.3 KiB
Go

// Copyright 2015 Hajime Hoshi
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
package input
import (
"github.com/hajimehoshi/ebiten/internal/driver"
)
var theInput = &Input{}
func Get() *Input {
return theInput
}
func (i *Input) CursorPosition() (x, y int) {
i.m.RLock()
defer i.m.RUnlock()
return i.cursorX, i.cursorY
}
func (i *Input) GamepadIDs() []int {
i.m.RLock()
defer i.m.RUnlock()
if len(i.gamepads) == 0 {
return nil
}
r := []int{}
for id, g := range i.gamepads {
if g.valid {
r = append(r, id)
}
}
return r
}
func (i *Input) GamepadAxisNum(id int) int {
i.m.RLock()
defer i.m.RUnlock()
if len(i.gamepads) <= id {
return 0
}
return i.gamepads[id].axisNum
}
func (i *Input) GamepadAxis(id int, axis int) float64 {
i.m.RLock()
defer i.m.RUnlock()
if len(i.gamepads) <= id {
return 0
}
return i.gamepads[id].axes[axis]
}
func (i *Input) GamepadButtonNum(id int) int {
i.m.RLock()
defer i.m.RUnlock()
if len(i.gamepads) <= id {
return 0
}
return i.gamepads[id].buttonNum
}
func (i *Input) IsGamepadButtonPressed(id int, button driver.GamepadButton) bool {
i.m.RLock()
defer i.m.RUnlock()
if len(i.gamepads) <= id {
return false
}
return i.gamepads[id].buttonPressed[button]
}
func (i *Input) TouchIDs() []int {
i.m.RLock()
defer i.m.RUnlock()
if len(i.touches) == 0 {
return nil
}
var ids []int
for _, t := range i.touches {
ids = append(ids, t.ID)
}
return ids
}
func (i *Input) TouchPosition(id int) (x, y int) {
i.m.RLock()
defer i.m.RUnlock()
for _, t := range i.touches {
if id == t.ID {
return t.X, t.Y
}
}
return 0, 0
}
type gamePad struct {
valid bool
axisNum int
axes [16]float64
buttonNum int
buttonPressed [256]bool
}
type Touch struct {
ID int
X int
Y int
}